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/*
Copyright (c) 2008 Robin Vobruba <hoijui.quaero@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _AISCOMMANDS_H
#define _AISCOMMANDS_H
// IMPORTANT NOTE: external systems parse this file,
// so DO NOT CHANGE the style and format it uses without
// major though in advance, and deliberation with hoijui!
#include "aidefines.h"
#include "SAIFloat3.h"
#ifdef __cplusplus
extern "C" {
#endif
#define COMMAND_TO_ID_ENGINE -1
/**
* Commands are used for all activities that change game state,
* in spring terms: synced events
* Activities that leave the game state as it is (-> unsynced events)
* are handled through function pointers in SSkirmishAICallback.h.
*
* Each command type can be identified through a unique ID,
* which we call command topic.
* Commands are usually sent from AIs to the engine,
* but there are plans for the future to allow AI -> AI command scheduling.
*
* Note: Do NOT change the values assigned to these topics in enum CommandTopic,
* as this would be bad for inter-version compatibility.
* You should always append new command topics at the end of this list,
* adjust NUM_CMD_TOPICS and add the struct in AIINTERFACE_COMMANDS_ABI_VERSION.
*
* @see SSkirmishAICallback.handleCommand()
*/
enum CommandTopic {
COMMAND_NULL = 0,
COMMAND_DRAWER_POINT_ADD = 1,
COMMAND_DRAWER_LINE_ADD = 2,
COMMAND_DRAWER_POINT_REMOVE = 3,
COMMAND_SEND_START_POS = 4,
COMMAND_CHEATS_SET_MY_HANDICAP = 5,
COMMAND_SEND_TEXT_MESSAGE = 6,
COMMAND_SET_LAST_POS_MESSAGE = 7,
COMMAND_SEND_RESOURCES = 8,
COMMAND_SEND_UNITS = 9,
COMMAND_UNUSED_0 = 10, // unused
COMMAND_UNUSED_1 = 11, // unused
COMMAND_GROUP_CREATE = 12,
COMMAND_GROUP_ERASE = 13,
COMMAND_GROUP_ADD_UNIT = 14,
COMMAND_GROUP_REMOVE_UNIT = 15,
COMMAND_PATH_INIT = 16,
COMMAND_PATH_GET_APPROXIMATE_LENGTH = 17,
COMMAND_PATH_GET_NEXT_WAYPOINT = 18,
COMMAND_PATH_FREE = 19,
COMMAND_CHEATS_GIVE_ME_RESOURCE = 20,
COMMAND_CALL_LUA_RULES = 21,
COMMAND_DRAWER_ADD_NOTIFICATION = 22,
COMMAND_DRAWER_DRAW_UNIT = 23,
COMMAND_DRAWER_PATH_START = 24,
COMMAND_DRAWER_PATH_FINISH = 25,
COMMAND_DRAWER_PATH_DRAW_LINE = 26,
COMMAND_DRAWER_PATH_DRAW_LINE_AND_ICON = 27,
COMMAND_DRAWER_PATH_DRAW_ICON_AT_LAST_POS = 28,
COMMAND_DRAWER_PATH_BREAK = 29,
COMMAND_DRAWER_PATH_RESTART = 30,
COMMAND_DRAWER_FIGURE_CREATE_SPLINE = 31,
COMMAND_DRAWER_FIGURE_CREATE_LINE = 32,
COMMAND_DRAWER_FIGURE_SET_COLOR = 33,
COMMAND_DRAWER_FIGURE_DELETE = 34,
COMMAND_UNIT_BUILD = 35,
COMMAND_UNIT_STOP = 36,
COMMAND_UNIT_WAIT = 37,
COMMAND_UNIT_WAIT_TIME = 38,
COMMAND_UNIT_WAIT_DEATH = 39,
COMMAND_UNIT_WAIT_SQUAD = 40,
COMMAND_UNIT_WAIT_GATHER = 41,
COMMAND_UNIT_MOVE = 42,
COMMAND_UNIT_PATROL = 43,
COMMAND_UNIT_FIGHT = 44,
COMMAND_UNIT_ATTACK = 45,
COMMAND_UNIT_ATTACK_AREA = 46,
COMMAND_UNIT_GUARD = 47,
COMMAND_UNIT_AI_SELECT = 48,
COMMAND_UNIT_GROUP_ADD = 49,
COMMAND_UNIT_GROUP_CLEAR = 50,
COMMAND_UNIT_REPAIR = 51,
COMMAND_UNIT_SET_FIRE_STATE = 52,
COMMAND_UNIT_SET_MOVE_STATE = 53,
COMMAND_UNIT_SET_BASE = 54,
COMMAND_UNIT_SELF_DESTROY = 55,
COMMAND_UNIT_SET_WANTED_MAX_SPEED = 56,
COMMAND_UNIT_LOAD_UNITS = 57,
COMMAND_UNIT_LOAD_UNITS_AREA = 58,
COMMAND_UNIT_LOAD_ONTO = 59,
COMMAND_UNIT_UNLOAD_UNITS_AREA = 60,
COMMAND_UNIT_UNLOAD_UNIT = 61,
COMMAND_UNIT_SET_ON_OFF = 62,
COMMAND_UNIT_RECLAIM = 63,
COMMAND_UNIT_RECLAIM_AREA = 64,
COMMAND_UNIT_CLOAK = 65,
COMMAND_UNIT_STOCKPILE = 66,
COMMAND_UNIT_D_GUN = 67,
COMMAND_UNIT_D_GUN_POS = 68,
COMMAND_UNIT_RESTORE_AREA = 69,
COMMAND_UNIT_SET_REPEAT = 70,
COMMAND_UNIT_SET_TRAJECTORY = 71,
COMMAND_UNIT_RESURRECT = 72,
COMMAND_UNIT_RESURRECT_AREA = 73,
COMMAND_UNIT_CAPTURE = 74,
COMMAND_UNIT_CAPTURE_AREA = 75,
COMMAND_UNIT_SET_AUTO_REPAIR_LEVEL = 76,
COMMAND_UNIT_SET_IDLE_MODE = 77,
COMMAND_UNIT_CUSTOM = 78,
COMMAND_CHEATS_GIVE_ME_NEW_UNIT = 79,
COMMAND_TRACE_RAY = 80,
COMMAND_PAUSE = 81,
//const int COMMAND_UNIT_ATTACK_POS
//const int COMMAND_UNIT_INSERT
//const int COMMAND_UNIT_REMOVE
//const int COMMAND_UNIT_ATTACK_AREA
//const int COMMAND_UNIT_ATTACK_LOOPBACK
//const int COMMAND_UNIT_GROUP_SELECT
//const int COMMAND_UNIT_INTERNAL
};
const unsigned int NUM_CMD_TOPICS = 82;
/**
* These are used in all S*UnitCommand's,
* in their options field, which is used as a bitfield.
* This allows to enable special modes of commands,
* which may be command specific.
* For example (one you all know):
* if (SBuildUnitCommand.options & UNIT_COMMAND_OPTION_SHIFT_KEY != 0)
* then: add to unit command queue, instead of replacing it
*
*/
enum UnitCommandOptions {
UNIT_COMMAND_OPTION_DONT_REPEAT = (1 << 3), // 8
UNIT_COMMAND_OPTION_RIGHT_MOUSE_KEY = (1 << 4), // 16
UNIT_COMMAND_OPTION_SHIFT_KEY = (1 << 5), // 32
UNIT_COMMAND_OPTION_CONTROL_KEY = (1 << 6), // 64
UNIT_COMMAND_OPTION_ALT_KEY = (1 << 7), // 128
};
#define UNIT_COMMAND_BUILD_NO_FACING -1
#define AIINTERFACE_COMMANDS_ABI_VERSION ( \
sizeof(struct SSetMyHandicapCheatCommand) \
+ sizeof(struct SGiveMeResourceCheatCommand) \
+ sizeof(struct SGiveMeNewUnitCheatCommand) \
+ sizeof(struct SSendTextMessageCommand) \
+ sizeof(struct SSetLastPosMessageCommand) \
+ sizeof(struct SSendResourcesCommand) \
+ sizeof(struct SSendUnitsCommand) \
+ sizeof(struct SCreateGroupCommand) \
+ sizeof(struct SEraseGroupCommand) \
+ sizeof(struct SAddUnitToGroupCommand) \
+ sizeof(struct SRemoveUnitFromGroupCommand) \
+ sizeof(struct SInitPathCommand) \
+ sizeof(struct SGetApproximateLengthPathCommand) \
+ sizeof(struct SGetNextWaypointPathCommand) \
+ sizeof(struct SFreePathCommand) \
+ sizeof(struct SCallLuaRulesCommand) \
+ sizeof(struct SSendStartPosCommand) \
+ sizeof(struct SAddNotificationDrawerCommand) \
+ sizeof(struct SAddPointDrawCommand) \
+ sizeof(struct SRemovePointDrawCommand) \
+ sizeof(struct SAddLineDrawCommand) \
+ sizeof(struct SStartPathDrawerCommand) \
+ sizeof(struct SFinishPathDrawerCommand) \
+ sizeof(struct SDrawLinePathDrawerCommand) \
+ sizeof(struct SDrawLineAndIconPathDrawerCommand) \
+ sizeof(struct SDrawIconAtLastPosPathDrawerCommand) \
+ sizeof(struct SBreakPathDrawerCommand) \
+ sizeof(struct SRestartPathDrawerCommand) \
+ sizeof(struct SCreateSplineFigureDrawerCommand) \
+ sizeof(struct SCreateLineFigureDrawerCommand) \
+ sizeof(struct SSetColorFigureDrawerCommand) \
+ sizeof(struct SDeleteFigureDrawerCommand) \
+ sizeof(struct SDrawUnitDrawerCommand) \
+ sizeof(struct SBuildUnitCommand) \
+ sizeof(struct SStopUnitCommand) \
+ sizeof(struct SWaitUnitCommand) \
+ sizeof(struct STimeWaitUnitCommand) \
+ sizeof(struct SDeathWaitUnitCommand) \
+ sizeof(struct SSquadWaitUnitCommand) \
+ sizeof(struct SGatherWaitUnitCommand) \
+ sizeof(struct SMoveUnitCommand) \
+ sizeof(struct SPatrolUnitCommand) \
+ sizeof(struct SFightUnitCommand) \
+ sizeof(struct SAttackUnitCommand) \
+ sizeof(struct SAttackAreaUnitCommand) \
+ sizeof(struct SGuardUnitCommand) \
+ sizeof(struct SAiSelectUnitCommand) \
+ sizeof(struct SGroupAddUnitCommand) \
+ sizeof(struct SGroupClearUnitCommand) \
+ sizeof(struct SRepairUnitCommand) \
+ sizeof(struct SSetFireStateUnitCommand) \
+ sizeof(struct SSetMoveStateUnitCommand) \
+ sizeof(struct SSetBaseUnitCommand) \
+ sizeof(struct SSelfDestroyUnitCommand) \
+ sizeof(struct SSetWantedMaxSpeedUnitCommand) \
+ sizeof(struct SLoadUnitsUnitCommand) \
+ sizeof(struct SLoadUnitsAreaUnitCommand) \
+ sizeof(struct SLoadOntoUnitCommand) \
+ sizeof(struct SUnloadUnitCommand) \
+ sizeof(struct SUnloadUnitsAreaUnitCommand) \
+ sizeof(struct SSetOnOffUnitCommand) \
+ sizeof(struct SReclaimUnitCommand) \
+ sizeof(struct SReclaimAreaUnitCommand) \
+ sizeof(struct SCloakUnitCommand) \
+ sizeof(struct SStockpileUnitCommand) \
+ sizeof(struct SDGunUnitCommand) \
+ sizeof(struct SDGunPosUnitCommand) \
+ sizeof(struct SRestoreAreaUnitCommand) \
+ sizeof(struct SSetRepeatUnitCommand) \
+ sizeof(struct SSetTrajectoryUnitCommand) \
+ sizeof(struct SResurrectUnitCommand) \
+ sizeof(struct SResurrectAreaUnitCommand) \
+ sizeof(struct SCaptureUnitCommand) \
+ sizeof(struct SCaptureAreaUnitCommand) \
+ sizeof(struct SSetAutoRepairLevelUnitCommand) \
+ sizeof(struct SSetIdleModeUnitCommand) \
+ sizeof(struct SCustomUnitCommand) \
+ sizeof(struct STraceRayCommand) \
+ sizeof(struct SPauseCommand) \
)
/**
* This function has the same effect as setting a handicap value
* in the GameSetup script (currently gives a bonus on collected
* resources)
*/
struct SSetMyHandicapCheatCommand {
float handicap;
}; // COMMAND_CHEATS_SET_MY_HANDICAP
/**
* The AI team receives the specified amount of units of the specified resource.
*/
struct SGiveMeResourceCheatCommand {
int resourceId;
float amount;
}; // COMMAND_CHEATS_GIVE_ME_RESOURCE
/**
* Creates a new unit with the selected name at pos,
* and returns its unit ID in ret_newUnitId.
*/
struct SGiveMeNewUnitCheatCommand {
int unitDefId;
struct SAIFloat3 pos;
int ret_newUnitId;
}; // COMMAND_CHEATS_GIVE_ME_NEW_UNIT
/**
* @brief Sends a chat/text message to other players.
* This text will also end up in infolog.txt.
*/
struct SSendTextMessageCommand {
const char* text;
int zone;
}; // COMMAND_SEND_TEXT_MESSAGE
/**
* Assigns a map location to the last text message sent by the AI.
*/
struct SSetLastPosMessageCommand {
struct SAIFloat3 pos;
}; // COMMAND_SET_LAST_POS_MESSAGE
/**
* Give <amount> units of resource <resourceId> to team <receivingTeam>.
* - the amount is capped to the AI team's resource levels
* - does not check for alliance with <receivingTeam>
* - LuaRules might not allow resource transfers, AI's must verify the deduction
*/
struct SSendResourcesCommand {
int resourceId;
float amount;
int receivingTeam;
bool ret_isExecuted;
}; // COMMAND_SEND_RESOURCES
/**
* Give units specified by <unitIds> to team <receivingTeam>.
* <ret_sentUnits> represents how many actually were transferred.
* Make sure this always matches the size of <unitIds> you passed in.
* If it does not, then some unitId's were filtered out.
* - does not check for alliance with <receivingTeam>
* - AI's should check each unit if it is still under control of their
* team after the transaction via UnitTaken() and UnitGiven(), since
* LuaRules might block part of it
*/
struct SSendUnitsCommand {
int* unitIds;
int numUnitIds;
int receivingTeam;
int ret_sentUnits;
}; // COMMAND_SEND_UNITS
/// Creates a group and returns the id it was given, returns -1 on failure
struct SCreateGroupCommand {
int ret_groupId;
}; // COMMAND_GROUP_CREATE
/// Erases a specified group
struct SEraseGroupCommand {
int groupId;
}; // COMMAND_GROUP_ERASE
/**
* @brief Adds a unit to a specific group.
* If it was previously in a group, it is removed from that.
* Returns false if the group did not exist or did not accept the unit.
*/
struct SAddUnitToGroupCommand {
int groupId;
int unitId;
bool ret_isExecuted;
}; // COMMAND_GROUP_ADD_UNIT
/// Removes a unit from its group
struct SRemoveUnitFromGroupCommand {
int unitId;
bool ret_isExecuted;
}; // COMMAND_GROUP_REMOVE_UNIT
/**
* The following functions allow the AI to use the built-in path-finder.
*
* - call InitPath and you get a pathid back
* - use this to call GetNextWaypoint to get subsequent waypoints,
* the waypoints are centered on 8*8 squares
* - note that the pathfinder calculates the waypoints as needed,
* so do not retrieve them until they are needed
* - the waypoint's x and z coordinates are returned in x and z,
* while y is used for error codes:
* y >= 0: worked ok
* y = -2: still thinking, call again
* y = -1: end of path reached or path is invalid
*/
struct SInitPathCommand {
struct SAIFloat3 start;
struct SAIFloat3 end;
int pathType;
int ret_pathId;
}; // COMMAND_PATH_INIT
/**
* Returns the approximate path cost between two points
* This needs to calculate the complete path, so it is somewhat expensive.
*
* NOTE: currently disabled, always returns 0
*/
struct SGetApproximateLengthPathCommand {
struct SAIFloat3 start;
struct SAIFloat3 end;
int pathType;
int ret_approximatePathLength;
}; // COMMAND_PATH_GET_APPROXIMATE_LENGTH
struct SGetNextWaypointPathCommand {
int pathId;
struct SAIFloat3 ret_nextWaypoint;
}; // COMMAND_PATH_GET_NEXT_WAYPOINT
struct SFreePathCommand {
int pathId;
}; // COMMAND_PATH_FREE
struct SCallLuaRulesCommand {
/// Can be setup to NULL to skip passing in a string
const char* data;
/// If this is less than 0, the data size is calculated using strlen()
int inSize;
int* outSize;
/// this is subject to lua garbage collection, copy it if you wish to continue using it
const char* ret_outData;
}; // COMMAND_CALL_LUA_RULES
struct SSendStartPosCommand {
bool ready;
/// on this position, only x and z matter
struct SAIFloat3 pos;
}; // COMMAND_SEND_START_POS
struct SAddNotificationDrawerCommand {
/// on this position, only x and z matter
struct SAIFloat3 pos;
struct SAIFloat3 color;
float alpha;
}; // COMMAND_DRAWER_ADD_NOTIFICATION
struct SAddPointDrawCommand {
/// on this position, only x and z matter
struct SAIFloat3 pos;
/// create this text on pos in my team color
const char* label;
}; // COMMAND_DRAWER_POINT_ADD
struct SRemovePointDrawCommand {
/// remove map points and lines near this point (100 distance)
struct SAIFloat3 pos;
}; // COMMAND_DRAWER_POINT_REMOVE
struct SAddLineDrawCommand {
/// draw line from this pos
struct SAIFloat3 posFrom;
/// to this pos, again only x and z matter
struct SAIFloat3 posTo;
}; // COMMAND_DRAWER_LINE_ADD
struct SStartPathDrawerCommand {
struct SAIFloat3 pos;
struct SAIFloat3 color;
float alpha;
}; // COMMAND_DRAWER_PATH_START
struct SFinishPathDrawerCommand {
}; // COMMAND_DRAWER_PATH_FINISH
struct SDrawLinePathDrawerCommand {
struct SAIFloat3 endPos;
struct SAIFloat3 color;
float alpha;
}; // COMMAND_DRAWER_PATH_DRAW_LINE
struct SDrawLineAndIconPathDrawerCommand {
int cmdId;
struct SAIFloat3 endPos;
struct SAIFloat3 color;
float alpha;
}; // COMMAND_DRAWER_PATH_DRAW_LINE_AND_ICON
struct SDrawIconAtLastPosPathDrawerCommand {
int cmdId;
}; // COMMAND_DRAWER_PATH_DRAW_ICON_AT_LAST_POS
struct SBreakPathDrawerCommand {
struct SAIFloat3 endPos;
struct SAIFloat3 color;
float alpha;
}; // COMMAND_DRAWER_PATH_BREAK
struct SRestartPathDrawerCommand {
bool sameColor;
}; // COMMAND_DRAWER_PATH_RESTART
/**
* @brief Creates a cubic Bezier spline figure
* Creates a cubic Bezier spline figure from pos1 to pos4, with control points pos2 and pos3.
*
* - Each figure is part of a figure group
* - When creating figures, use 0 as <figureGroupId> to create a new figure group.
* The id of this figure group is returned in <ret_newFigureGroupId>
* - <lifeTime> specifies how many frames a figure should live before being auto-removed;
* 0 means no removal
* - <arrow> == true means that the figure will get an arrow at the end
*/
struct SCreateSplineFigureDrawerCommand {
struct SAIFloat3 pos1;
struct SAIFloat3 pos2;
struct SAIFloat3 pos3;
struct SAIFloat3 pos4;
float width;
/// true: means that the figure will get an arrow at the end
bool arrow;
/// how many frames a figure should live before being autoremoved, 0 means no removal
int lifeTime;
/// use 0 to get a new group
int figureGroupId;
/// the new group
int ret_newFigureGroupId;
}; // COMMAND_DRAWER_FIGURE_CREATE_SPLINE
/**
* @brief Creates a straight line
* Creates a straight line from pos1 to pos2.
*
* - Each figure is part of a figure group
* - When creating figures, use 0 as <figureGroupId> to create a new figure group.
* The id of this figure group is returned in <ret_newFigureGroupId>
* @param lifeTime specifies how many frames a figure should live before being auto-removed;
* 0 means no removal
* @param arrow true means that the figure will get an arrow at the end
*/
struct SCreateLineFigureDrawerCommand {
struct SAIFloat3 pos1;
struct SAIFloat3 pos2;
float width;
/// true: means that the figure will get an arrow at the end
bool arrow;
/// how many frames a figure should live before being autoremoved, 0 means no removal
int lifeTime;
/// use 0 to get a new group
int figureGroupId;
/// the new group
int ret_newFigureGroupId;
}; // COMMAND_DRAWER_FIGURE_CREATE_LINE
/**
* Sets the color used to draw all lines of figures in a figure group.
*/
struct SSetColorFigureDrawerCommand {
int figureGroupId;
/// (x, y, z) -> (red, green, blue)
struct SAIFloat3 color;
float alpha;
}; // COMMAND_DRAWER_FIGURE_SET_COLOR
/**
* Removes a figure group, which means it will not be drawn anymore.
*/
struct SDeleteFigureDrawerCommand {
int figureGroupId;
}; // COMMAND_DRAWER_FIGURE_DELETE
/**
* This function allows you to draw units onto the map.
* - they only show up on the local player's screen
* - they will be drawn in the "standard pose" (as if before any COB scripts are run)
*/
struct SDrawUnitDrawerCommand {
int toDrawUnitDefId;
struct SAIFloat3 pos;
/// in radians
float rotation;
/// specifies how many frames a figure should live before being auto-removed; 0 means no removal
int lifeTime;
/// teamId affects the color of the unit
int teamId;
bool transparent;
bool drawBorder;
int facing;
}; // COMMAND_DRAWER_DRAW_UNIT
struct SBuildUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int toBuildUnitDefId;
struct SAIFloat3 buildPos;
/// set it to UNIT_COMMAND_BUILD_NO_FACING, if you do not want to specify a certain facing
int facing;
}; // COMMAND_UNIT_BUILD
struct SStopUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
}; // COMMAND_UNIT_STOP
//struct SInsertUnitCommand {
// int unitId;
// int groupId;
// unsigned int options; // see enum UnitCommandOptions
// int timeOut; // command execution-time in ?seconds?
//};
//
//struct SRemoveUnitCommand {
// int unitId;
// int groupId;
// unsigned int options; // see enum UnitCommandOptions
// int timeOut; // command execution-time in ?seconds?
//};
struct SWaitUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
}; // COMMAND_UNIT_WAIT
struct STimeWaitUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
/// the time in seconds to wait
int time;
}; // COMMAND_UNIT_WAIT_TIME
struct SDeathWaitUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
/// wait until this unit is dead
int toDieUnitId;
}; // COMMAND_UNIT_WAIT_DEATH
struct SSquadWaitUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int numUnits;
}; // COMMAND_UNIT_WAIT_SQUAD
struct SGatherWaitUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
}; // COMMAND_UNIT_WAIT_GATHER
struct SMoveUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 toPos;
}; // COMMAND_UNIT_MOVE
struct SPatrolUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 toPos;
}; // COMMAND_UNIT_PATROL
struct SFightUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 toPos;
}; // COMMAND_UNIT_FIGHT
struct SAttackUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int toAttackUnitId;
}; // COMMAND_UNIT_ATTACK
// struct SAttackPosUnitCommand {
struct SAttackAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 toAttackPos;
float radius;
}; // COMMAND_UNIT_ATTACK_AREA
//struct SAttackAreaUnitCommand {
// int unitId;
// int groupId;
// /// see enum UnitCommandOptions
// unsigned int options;
// /// max command execution-time in frames; if it takes longer then this -> abort
// int timeOut;
//};
struct SGuardUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int toGuardUnitId;
}; // COMMAND_UNIT_GUARD
struct SAiSelectUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
}; // COMMAND_UNIT_AI_SELECT
//struct SGroupSelectUnitCommand {
// int unitId;
// int groupId;
// /// see enum UnitCommandOptions
// unsigned int options;
// /// max command execution-time in frames; if it takes longer then this -> abort
// int timeOut;
//};
struct SGroupAddUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int toGroupId;
}; // COMMAND_UNIT_GROUP_ADD
struct SGroupClearUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
}; // COMMAND_UNIT_GROUP_CLEAR
struct SRepairUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int toRepairUnitId;
}; // COMMAND_UNIT_REPAIR
struct SSetFireStateUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
/// can be: 0=hold fire, 1=return fire, 2=fire at will
int fireState;
}; // COMMAND_UNIT_SET_FIRE_STATE
struct SSetMoveStateUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
/// 0=hold pos, 1=maneuvre, 2=roam
int moveState;
}; // COMMAND_UNIT_SET_MOVE_STATE
struct SSetBaseUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 basePos;
}; // COMMAND_UNIT_SET_BASE
//struct SInternalUnitCommand {
// int unitId;
// int groupId;
// /// see enum UnitCommandOptions
// unsigned int options;
// /// max command execution-time in frames; if it takes longer then this -> abort
// int timeOut;
//};
struct SSelfDestroyUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
}; // COMMAND_UNIT_SELF_DESTROY
struct SSetWantedMaxSpeedUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
float wantedMaxSpeed;
}; // COMMAND_UNIT_SET_WANTED_MAX_SPEED
struct SLoadUnitsUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
int timeOut; // command execution-time in ?milli-seconds?
int* toLoadUnitIds;
int numToLoadUnits;
}; // COMMAND_UNIT_LOAD_UNITS
struct SLoadUnitsAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 pos;
float radius;
}; // COMMAND_UNIT_LOAD_UNITS_AREA
struct SLoadOntoUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int transporterUnitId;
}; // COMMAND_UNIT_LOAD_ONTO
struct SUnloadUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 toPos;
int toUnloadUnitId;
}; // COMMAND_UNIT_UNLOAD_UNIT
struct SUnloadUnitsAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 toPos;
float radius;
}; // COMMAND_UNIT_UNLOAD_UNITS_AREA
struct SSetOnOffUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
bool on;
}; // COMMAND_UNIT_SET_ON_OFF
struct SReclaimUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int toReclaimUnitIdOrFeatureId;
}; // COMMAND_UNIT_RECLAIM
struct SReclaimAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 pos;
float radius;
}; // COMMAND_UNIT_RECLAIM_AREA
struct SCloakUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
bool cloak;
}; // COMMAND_UNIT_CLOAK
struct SStockpileUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
}; // COMMAND_UNIT_STOCKPILE
struct SDGunUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int toAttackUnitId;
}; // COMMAND_UNIT_D_GUN
struct SDGunPosUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 pos;
}; // COMMAND_UNIT_D_GUN_POS
struct SRestoreAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 pos;
float radius;
}; // COMMAND_UNIT_RESTORE_AREA
struct SSetRepeatUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
bool repeat;
}; // COMMAND_UNIT_SET_REPEAT
struct SSetTrajectoryUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int trajectory;
}; // COMMAND_UNIT_SET_TRAJECTORY
struct SResurrectUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int toResurrectFeatureId;
}; // COMMAND_UNIT_RESURRECT
struct SResurrectAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 pos;
float radius;
}; // COMMAND_UNIT_RESURRECT_AREA
struct SCaptureUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int toCaptureUnitId;
}; // COMMAND_UNIT_CAPTURE
struct SCaptureAreaUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
struct SAIFloat3 pos;
float radius;
}; // COMMAND_UNIT_CAPTURE_AREA
struct SSetAutoRepairLevelUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int autoRepairLevel;
}; // COMMAND_UNIT_SET_AUTO_REPAIR_LEVEL
//struct SAttackLoopbackUnitCommand {
// int unitId;
// int groupId;
// /// see enum UnitCommandOptions
// unsigned int options;
// /// max command execution-time in frames; if it takes longer then this -> abort
// int timeOut;
//};
struct SSetIdleModeUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int idleMode;
}; // COMMAND_UNIT_SET_IDLE_MODE
struct SCustomUnitCommand {
int unitId;
int groupId;
/// see enum UnitCommandOptions
unsigned int options;
/// max command execution-time in frames; if it takes longer then this -> abort
int timeOut;
int cmdId;
float* params;
int numParams;
}; // COMMAND_UNIT_CUSTOM
struct STraceRayCommand {
struct SAIFloat3 rayPos;
struct SAIFloat3 rayDir;
float rayLen;
int srcUID;
int hitUID;
int flags;
}; // COMMAND_TRACE_RAY
/**
* Pause or unpauses the game.
* This is meant for debugging purposes.
* Keep in mind that pause does not happen immediatly.
* It can take 1-2 frames in single- and up to 10 frames in multiplayer matches.
*/
struct SPauseCommand {
bool enable;
/// reason for the (un-)pause, or NULL
const char* reason;
}; // COMMAND_PAUSE
/**
* @brief Sets default values
*/
void initSUnitCommand(void* sUnitCommand);
#ifdef __cplusplus
} // extern "C"
#endif
#ifdef __cplusplus
struct Command;
// legacy support functions
/**
* @brief Allocates memory for a C Command struct
*/
void* mallocSUnitCommand(int unitId, int groupId, const Command* c, int* sCommandId);
/**
* @brief Frees memory of a C Command struct
*/
void freeSUnitCommand(void* sCommandData, int sCommandId);
/**
* Returns the engine internal C++ unit command (topic) ID
* that corresponds to the C AI Interface command topic ID specified by
* <code>aiCmdTopic</code>.
*/
int toInternalUnitCommandTopic(int aiCmdTopic, void* sUnitCommandData);
/**
* Returns the C AI Interface command topic ID that corresponds
* to the engine internal C++ unit command (topic) ID specified by
* <code>internalUnitCmdTopic</code>.
*/
int extractAICommandTopic(const Command* internalUnitCmd);
/**
* @brief creates - with new - an engine C++ Command struct
*/
Command* newCommand(void* sUnitCommandData, int sCommandId);
#endif // __cplusplus
#endif // _AISCOMMANDS_H
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